![]() There are three states a shield can be in: 1)Charging Normal, 2)Charging Under Fire and 3)Zero Shields. Shields in combat have reduced effectiveness and increased power requirements. There are many modifiers to the shield regen rates and effectiveness based on combat, multiple over-lapping shields, and the Defense Reactor Chamber bonuses. If the number of capacitors were instead only 15 capacitors: the HP is 15*250 = 3750hp, the regen rate is 20*25 - 15*5 = 425 s/sec but the power is still 20*10 = 200 e/sec. The effective regen rate is 20*25 - 40*5 = 300 s/sec. The shield will draw 20 * 10 = 200 e/sec from the reactors. The shield will have 40 * 250 = 10,000 shield HP from the capacitors. Power consumption, however is not affected by the upkeep, and simply uses the number of rechargers as they draw power requirements.Īn example: a local shield group has 20 rechargers and 40 capacitors. When combined, the amount of shield regen applied to the local shields are simply the difference between the amount from the rechargers and the upkeep from the capacitors.Ī rule of thumb to go by, is that 1 recharger can support up to 5 capacitors, before the upkeep overcomes the supply rate. Since each capacitor has 250 sheild HP, each capacitor therefore requires 5 s/sec of upkeep. For every 100 shield HP, 2 s/sec is required for upkeep. When Capacitors are added, an upkeep charge is determined and subtracted from the total available regen by the Rechargers. More simply, each recharger takes 10 e/sec to maintain. When resting, 1 s/sec requries 0.4 e/sec of power consumption. While the number of rechargers determined maximum regen, the higher number of capacitors leads to decreasing rates of effective regen, to the point where too many capacitors will actually over power the rechargers and drain the shields to zero.Įach Shield-Recharger adds 25 s/sec to the local group. However, shield regeneration is determined by a smaller value, effective shield HP regen. The power drain on the reactor is determined by a total rate of shield HP regen. Each recharge group may only associated 20 groups of capacitors. While in the build mode, players will note that as capacity blocks are added, the GUI will display the amount of current and total available capacity for the local shield, as well as in the Structure Information tab. Add groups of capacitors to add 250 shield HP per-block ( = 250 and = 0). Capacitors are a simple, linear, non-grouping block. The rechargers have no inherent capacity on their own. You may compute the minimum number of blocks required to produce a shield of some specific radius using the inverse of the above function:Īfter creating a group of rechargers, add capacitors to create a pool of shield HP. In order to generate a 100m radius shield, 216 rechargers is required in one group. With 10 blocks, nearly 40m radius is generated. The smallest shield radius generated by 1 recharger block is therefore 25m radius. Where, the variables as of 0.201.200g are as follows: The radius ( r) of the sphere generated a group of Shield-Rechargers is controlled by an power function: Capacitors may also be placed within the overlap of shield groups, but only affect and belong to the closest parent group of rechargers, and do not share capacity between multiple groups of shields. However, if a group of rechargers is inside the bubble of another recharger group, the smaller recharger group is disabled completely. The bubbles generated by the groups of rechargers are allowed to over-lap. Capacitors that are outside the radius of the shields generated by the rechargers are not used, and are effectively useless. Groups of capacitors then are added within the radius of the shield bubble to add shield HP. Each group maintains local specific radius, capacity and recharge rates. Shield-Recharger groups make up the center of of shield systems. Shine published an infographic with the release notes of 0.200.311. Shield Capacitors affect the capacity and effective recharge rate. Shield-Rechargers affect the radius of the bubble, power consumption, and maximum recharge rate of the shield. Shields have three major characteristics size, capacity, and recharge rate. Placing a Shield-Recharger in build mode generates a GUI pop-up that shows the radius of the shield bubble, a perfect sphere. Shields, as of 0.200.311, are a local generated bubble by each Independent group of rechargers. The more rechargers a shield has, the faster it will charge, and the more capacitors it has, the larger the pool of shield HP. The second block needed are Shield Capacitors, which determine max shield HP. The first block, are the Shield-Rechargers, which act like the shield generators. When building a shield system, the player will use two blocks. ![]()
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